Link to Player Record Sheets
I've left all of these together as a single document for simplicity sake. You might want to copy the information relevant to you and put it somewhere else.
General Information:
Soldier Attributes
Spoiler:
Agility: How many actions a Soldier gets each round of combat. This stat cannot be higher than 5
Evasion: The penalty enemies take when attacking this Soldier
Accuracy: Bonus to hit when attacking
Armor: Chance to negate a critical hit
Health: How many hits you can take before you die
Psionics: The ability of your soldier to utilize psionic power. This will be a hidden stat for each soldier until they undergo training to see if they have 'The Gift,' at which point will be revealed and may be increased.
Fatigue: Every time a soldier is wounded or comes back from a mission, they gain +1 Fatigue. Every time a soldier spends a turn not on a mission, they lose 2 Fatigue.
Every Fatigue a soldier has imposes a -1 penalty to both Evasion and Accuracy.
Talents: Miscellaneous beneficial abilities
*Some of these attributes can be modified by equipment loadout.
Aircraft Attributes
Spoiler:
Speed: Ability to maintain contact with a fleeing enemy, or to flee from a pursuing enemy
Evasion: Same as Soldier attribute
Accuracy: Same as Soldier attribute
Armor: Same as Soldier attribute
Health: Same as Soldier attribute
Weapon slots: The number of weapons this vehicle can have. Some weapons require more than one slot
Module slots: The number of modules (miscellaneous upgrades) a vehicle can have. Some modules require more than one slot
*Some of these attributes can be modified by equipment loadout or a skilled Pilot.
Science and Research
Spoiler:
Research Projects can be conducted by Science Teams. Each Science Team will have a level indicating how skilled they are.
Researching a new technology does not have a set amount of time, but the longer you work on it (and the better your Science Teams assigned to it are), the more likely you are to have a breakthrough.
There are not set Research Projects (i.e. you cannot research "Laser Weapons"). Instead, Teams will be assigned to make progress in a general field like "weapons" or "alien tactics." The specific things they learn will not be known to you until they are learned.
Salvage can be used to assist research. If a science team is working on "weapons" then any weapon-related salvage can be used to give them a +1 to their roll for that round. Using salvage this way will consume it,
and each science team can only gain this benefit once per round.
Autopsies are a little bit different from normal research. An autopsy always takes one turn and always gives new information about the stats of the autopsied enemy. Multiple autopsies will continue to give more information.
Combat
Spoiler:
Combat will use a simple d10 system. Actual rolls and specific mechanics will be hidden from the players to simulate the chaos of combat, but the various attributes listed above should give you an idea of what sorts of things are going on.
Critical hits will impose a random effect in addition to normal damage. This could be anything from extra damage to temporary stat penalties to (potentially) permanent penalties.
Upkeep
Spoiler:
Many things you can purchase will have an initial cost and an upkeep cost notated like so:
Aircraft Hanger $20/$2
So the Aircraft Hanger costs $20 to build (and will be ready in 4 turns), and after it is ready it costs $2 every turn to keep it running.
You cannot choose to not pay upkeep.
Things You Can Buy/Recruit/Build/Etc:
Anything that does not have a listed cost is free, and you are assumed to have an infinite supply.
Personnel
Spoiler:
Soldier ranks are not actual military ranks, but are used to indicate experience in combating the alien threat.
The Agility stat cannot be higher than 5.
Corporal $1/$1
-base stats of 1 Agility, 0 Evasion, 0 Accuracy, 3 Health
-+1 to 2 random stats (can be the same one)
Sergeant $2/$1
-base stats of 1 Agility, 1 Evasion, 1 Accuracy, 4 health
-+1 to 2 random stats (can be the same one)
-+1 to one stat chosen by player
-1 Talent chosen by player
Lieutenant $4/$2
-base stats of 1 Agility, 2 Evasion, 2 Accuracy, 5 Health
-+1 to 2 random stats (can be the same one)
-+1 to 2 stats chosen by player (can be the same one)
-1 Talent chosen by player
Captain $-/$2
-cannot be directly recruited, but has an increased upkeep cost
Major $-/$2
-cannot be directly recruited, but has an increased upkeep cost
Colonel $-/$3
-cannot be directly recruited, but has an increased upkeep cost
General $-/$3
-cannot be directly recruited, but has an increased upkeep cost
Science Team $5/$2
-required for Research Projects
-multiple Teams can be assigned to each Project
Pilot $2/$1
-base stats of 0 Speed, 0 Evasion, 0 Accuracy
-+1 to 2 random stats (can be the same one)
-Pilot Speed cannot be higher than 1
-1 Talent chosen by player
Talents
Spoiler:
CQB Expert (soldier only) (+1 Accuracy and +1 to crit against nearby enemies)
Engineer* (your Facilities Upkeep is reduced by $3, to a minimum of $0) (*This cannot be chosen as a Talent, but can only be gained randomly)
Escape artist (pilot only) (+2 Speed when Fleeing from combat)
Explosives Expert (soldier only) (improved effects when using grenades or breaching charges)
Fast Learner (gains Experience more quickly)
Fast Healer (soldier only) (does not gain Fatigue when taking damage)
Hardy (soldier only) (when taking fatal damage, chance to stay alive but unconscious; gain +2 Fatigue if successful)
Heavyweight (soldier only) (+2 Health)
Hotshot (+1 Accuracy)
Lucky Defense (when suffering a critical hit, roll twice on the crit table and take the better result)
Lucky Hit (when rolling on the crit table, roll twice and take the better result)
Marksman (range increment of equipped weapon is increased by one step; +1 Accuracy if weapon is already long-range)
Mechanic* (your Vehicle Upkeep is reduced by $3, to a minimum of $0) (*This cannot be chosen as a Talent, but can only be gained randomly)
Medic (soldier only) (Medkits used by this soldier heal +1 Health)
Natural Leader (gives minor bonuses to nearby allies)
Perceptive (soldier only) (is more likely to spot hidden enemies)
Precise Fire (+1 to crit)
Repairman (soldier only) (Repairkits used by this soldier heal +2 Health)
Scavenger (soldier only) (improved chances of bringing alien materials back from a mission)
Snap Shot (soldier only) (chance to get free attack at -2 Accuracy against newly revealed enemies)
Spotter (allies attacking the same enemy as you receive +1 Accuracy)
Strength Training (soldier only) (Can carry 2 extra pieces of equipment)
Quick (+1 Evasion)
Personal Equipment
Spoiler:
Purchased equipment will not be ready for 1 turn (i.e. if you buy a Laser pistol on turn 3, you can start using it on turn 4)
Soldiers can equip 1 weapon, 1 armor, and up to 3 other pieces of equipment.
Shotgun (weapon)
-Short range, 5+ to hit, 2-3 damage, +1 to crit
Carbine rifle (weapon)
-medium range, 6+ to hit, 2-3 damage
Sniper rifle (weapon)
-long range, 6+ to hit, 2-4 damage, +1 to crit
-requires 2 actions to use
LMG (weapon)
-medium range, 7+ to hit, 1-3 damage
-can make 2 attacks per action; -1 agility
Laser LMG (weapon) $1/-
-short range, 6+ to hit, 2-4 damage; -1 Agility
Handgun (weapon)
-short range, 6+ to hit, 1-2 damage
Grenade launcher (weapon)
-allows significantly greater range for grenades
-equipping this weapon allows you to equip 3 additional grenades as well
-A soldier may equip this weapon and a Handgun.
Rocket launcher (weapon)
-rockets are effectively very large frag grenades
-equipping this weapon allows you to equip 1 additional rocket as well
-a soldier may equip this weapon and an Handgun.
Nano-Fiber Vest
-+1 Health
Less-Lethal Weapons
-Gives the soldier several ways to subdue or incapacitate enemies
-Uses a regular equipment slot, not a weapon slot
Scope
-+1 Accuracy when using a rifle
Improved Light Ballistic Armor (armor)
-+2 Health
Heavy Ballistic Armor (armor)
-+2 Armor, -1 Agility, +2 Health
Ballistic Shield
-+2 Armor, -2 Accuracy, +2 Health
-+1 Armor to one nearby ally
Rocket (rocket)
-deals 4 damage to nearby units; larger radius than grenades
-ignores up to 3 damage reduction
-Uses 2 equipment slots
Flashbang (grenade)
-gives nearby units -2 accuracy for a few turns
Frag Grenade (grenade)
-deals 2 damage to nearby units
Smoke Grenade (grenade)
-gives nearby units +1 Evasion for a few turns
Tear gas canister (grenade)
-gives nearby units -1 Agility and -1 Accuracy for a few turns
Breaching Charge
-can be used to make a hole in a wall or similar obstacle
-does no damage
-single use
Nightvision Goggles
-Improves vision on concealed enemies
Gas mask
-gives immunity to gasses
- -1 Accuracy
Medkit
-heal yourself or another soldier for 2 Health
-single use
Repairkit
-heal a robotic ally for 2 Health
-single use
???
-More equipment may be unlocked with research
Vehicles
Spoiler:
Purchased Vehicles will not be ready for 2 turns.
Sparrow Interceptor (aircraft) $10/$2
-base stats of 2 Speed, 1 Evasion, 1 Accuracy, 0 Armor, 3 Health
-1 Weapon slot
-1 Module slot
Skyranger (aircraft, transport) $12/$2
-base stats of 1 Speed, 0 Evasion, 0 Accuracy, 1 Armor, 6 Health
-0 Weapon slots
-3 Modules slots
???
-More vehicles may be unlocked with research
Vehicle Equipment
Spoiler:
Weapons level 1 Missiles (aircraft)(1 slot)
-short range, 6+ to hit, 1-2 damage
Level 1 Minigun (tank)(1 slot)
-short range, 6+ to hit, 1-3 damage
-can make 2 attacks per action
-Each attack suffers a cumulative -1 penalty to hit for each previous attack made this round
Modules[spoiler]
Afterburner (aircraft)(1 slot)
-Use to automatically re-engage UFO, automatically escape UFO, or for +3 Evasion for 1 round; single use
Equipment Stockpile (1 slot)
-carries up to 20 pieces of personal equipment, allowing your soldiers to modify or restock their loadout in the field
Troop Transport (transport)(1 slot)
-Allows the vehicle to carry up to 4 soldiers and their equipment
Base Facilities
Spoiler:
Purchased Facilities will not be ready for 4 turns.
Aircraft Hanger $20/$2
-space for 4 aircraft
Science Lab $30/$4
-Space for 4 Science Teams
-Space for 2 Research Projects
Training Facility $30/$2
-Soldiers being trained cost double Upkeep (Instructors do not cost extra)
-space for 3 Soldiers/Pilots to train
-space for 1 Soldier/Pilot to instruct (increases training speed, but is not necessary)
--Instructor must have higher stats than his students in the relevant skill
Fabrication Plant $30/$3
-Does not require staffing
-Personal equipment takes 1 Turn to build; vehicles take 2, buildings take 4.
Radar $10/$1
-Is not actually in your base (except starting building)
-improves coverage for and likelihood of detecting alien activity
???
-More facilities may be unlocked with research
Known Enemies:
UFOs
Scout UFO
Spoiler:
Speed: ?
Evasion: ?
Accuracy: ?
Armor: less than 10
Health: between 3-6
Weapons: None?
Modules: ?
Fighter UFO
Spoiler:
Speed: ?
Evasion: ?
Accuracy: ?
Armor: ?
Health: between 5-6
Weapons: (medium or long range, ? to hit, 1-? damage)
Modules: ?
Personnel
Sectoid
Spoiler:
Agility: less than 3
Evasion: ?
Accuracy: ?
Armor: less than 10
Health: 3
Weapons: Energy pistol (short range?, ?+ to hit, 2-3-? damage)
Equipment: Gas mask, knockout gas
*Controls Zerglings
Spider
Spoiler:
Agility: less than 3
Evasion: at least 2
Accuracy: ?
Armor: less than 10
Health: between 1-3
Weapons: bite (melee range, ?+ to hit, 0-1-? damage)
Equipment: none
Drone (Robotic, Flying)
Spoiler:
Agility: less than 3
Evasion: ?
Accuracy: ?
Armor: less than 10
Health: between 3-4
Weapons: lightning (short range? ?+ to hit, 0-? damage; stuns target)
Equipment: ?
Zergling
Spoiler:
Agility: at least 2
Evasion: ?
Accuracy: between 0-2
Armor: less than 10
Health: 3
Weapons: bite (melee range, ?+ to hit, 1-3-4 damage)
Equipment: None
*Controlled by Sectoids
*Captured aliens are worth twice as much as corpses
Sectoid corpse - $1
Sectoid weapon - $1
Drone corpse - $1
Spider corpse - $1
Muton corpse - $2
Muton weapon - $2
Snake corpse - $2
Alien alloys (x5) - $1
Unknown personnel equipment - $1
Small unknown UFO component - $1
Medium unknown UFO component - $2
Large unknown UFO component - $5
Selling on the Black Market
Spoiler:
*Captured aliens are worth three times as much as corpses
Sectoid corpse - $1
Sectoid weapon - $2
Drone corpse - $1
Spider corpse - $1
Muton corpse - $2
Muton weapon - $3
Snake corpse - $2
Alien alloys (x3) - $1
Unknown personnel equipment - $2
Small unknown UFO component - $3
Medium unknown UFO component - $4
Large unknown UFO component - $7